Search found 47 matches
- Sat May 12, 2018 11:46 pm
- Forum: Minor issues
- Topic: Toogle fullscreen toogles train station names on map view
- Replies: 5
- Views: 2821
Re: Toogle fullscreen toogles train station names on map view
I tell you whats weird: Your station-name button at times is toggled in/on , but station names aren't displayed, and vice versa . Then other times its normal.... The Rule is this: you can hold down ALT, and then click any combination of first four toggles; This enables or disables their toggling to ...
- Sat May 12, 2018 10:11 pm
- Forum: Won't fix.
- Topic: Deposit info cut off when viewing in map mode (0.16.41)
- Replies: 2
- Views: 1603
Re: Deposit info cut off when viewing in map mode (0.16.41)
[16.42] Vanilla Do you mean this? example.gif It is a little weird that the text doesn't spill over into the radar'd area. Especially since it is the proximity of the mouse that triggers patch information to display, ie. the mouse does not need to be directly over the explicit ore-boundary it for i...
- Sat May 12, 2018 4:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.42] graphics bug in font rendering
- Replies: 5
- Views: 2616
Re: 0.16.42 graphics bug in font rendering
This is all going to be revamped in [17.0] anyway.
Read FFF-238.
It's be like worrying about a stray coal on the wrong side of a belt in a giant smelter setup when you're going to bulldoze it all anyway to make room for electric smelters.
Read FFF-238.
It's be like worrying about a stray coal on the wrong side of a belt in a giant smelter setup when you're going to bulldoze it all anyway to make room for electric smelters.
- Fri May 11, 2018 11:58 pm
- Forum: Minor issues
- Topic: [kovarex] [0.16.42] minor belt graphic bug
- Replies: 7
- Views: 2521
Re: minor belt graphic bug 16.42
Can confirm in Vanilla [16.42] ezgif-3-6dbbd145f6.gif Not game-breaking or terribly important, just something people with OCD might fuss over. (This isn't a personal jab at anyone, just a general statement :D ) Also, the order in which one places the belts is important, and contrary to OP, the "...
- Fri May 11, 2018 6:15 pm
- Forum: News
- Topic: Friday Facts #242 - Offensive programming
- Replies: 51
- Views: 23924
Re: Friday Facts #242 - Offensive programming
I like the idea of using offensive programming because its essentially like using mines to rough-up an incoming wave of biters before turrets finish them off, instead of expecting turrets to deal with full HP behemoths. Essentially, much like a crumple zone in a car, you want the game to crash at ti...
- Wed May 09, 2018 11:10 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Missing train path penalty
- Replies: 2
- Views: 4366
Re: [0.16.41] Missing train path penalty
Does the issue persist using a block signal instead of the look-ahead? Or will the left train simply tailgate the other on its path?
Currently not at home, or I'd test this myself.
Currently not at home, or I'd test this myself.
- Sun May 06, 2018 8:30 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64154
Re: Car and train is electric
2. Electrified Rail. [snip] it would add too much "overhead" (read memory usage) to implement. I don't follow. The game already iterates through the rail segments (likely using a much more efficient method than checking every piece) to determine pathways that trains can take. The code is ...
- Sat May 05, 2018 1:03 am
- Forum: Won't fix.
- Topic: [0.16.41] minor train pump connection error
- Replies: 6
- Views: 2237
Re: [0.16.41] minor train pump connection error
The only "bug" here is perhaps the graphical misallignment of pump-head to tanker-sprite "valve", but as for its behaviour in Manual, this is normal. A cargo-wagon on a Manually set train will open/activate its contents as soon as it is on a perfectly 90Β° perpendicular straight p...
- Fri May 04, 2018 9:58 am
- Forum: Technical Help
- Topic: [0.16.36] Can't connect to some public servers
- Replies: 2
- Views: 1307
Re: [0.16.36] Can't connect to some public servers
While this happens to me on occasion, I believe it is something on the server's side that prevents connections from overly laggy sources, bad ping, inconsistent packet connections, etc. More often than not, a server will lag for all players ever so slightly when new players join/when someone saves, ...
- Thu May 03, 2018 2:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.41] Output Tunnel-Belt Not Fast-Replacing Splitters
- Replies: 1
- Views: 2829
[Dominik][0.16.41] Output Tunnel-Belt Not Fast-Replacing Splitters
Searching forums has not yielded any previous mentions so I figured I'd post it first. Essentially, when fast-replacing with tunnel-belts, attempting to place the output tunnel on a splitter , nothing happens. As you can see by the attachment JPG, it shows a green highlight meaning a legal replace-t...
- Thu May 03, 2018 9:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 16069
Re: [0.16.40] Train signals no longer working
Version 0.16.41
FEAR NOT, BRETHREN. 'TIS BEEN RESOLVED.
FEAR NOT, BRETHREN. 'TIS BEEN RESOLVED.
- Thu May 03, 2018 9:41 am
- Forum: Releases
- Topic: Version 0.16.41
- Replies: 28
- Views: 21720
Re: Version 0.16.41
Signals are good again!
Thanks for the speedy hotfix!
Thanks for the speedy hotfix!
- Thu May 03, 2018 1:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 16069
Re: [0.16.40] Train signals no longer working
Unless you can provide help or details of the issue, do not comment please. I don't quite understand this - are we not to say anything, or have there been instances of messages that were not productive? I'm encountering the exact same thing. As I think others are saying, if you remove and replace e...
- Thu May 03, 2018 1:30 am
- Forum: Releases
- Topic: Version 0.16.40
- Replies: 10
- Views: 12460
Re: Version 0.16.40
Hearing reports from the FMMO community that .40 completely breaks train signals? Anyone confirm? You got that right. Mine are quite literally "on the blink". Wuuuuuuuuubbbe, what did ya fiddle with this time? ^^ EDIT: After reading through this: viewtopic.php?f=7&t=60043 people are a...
- Fri Apr 27, 2018 12:02 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 996208
Re: Factorio Roadmap for 0.17+
Actually, is there a reason there is no "start-game" content? The story essentially follows an engineer that crashlands on an alien planet, and while the single-player story does explore this, there isn't a nice, short, eye-candy crashland sequence of one's ship. Having the debris lying ar...
- Wed Apr 25, 2018 11:06 am
- Forum: Ideas and Suggestions
- Topic: We need cars to drift
- Replies: 11
- Views: 3122
Re: Factorio Roadmap for 0.17+
we seriously need cars to drift :D Holy shit, this has to be the first new-poster suggestion that I could wholly get behind. Momentum in general seems like a hard thing to simulate, so don't expect it to be rolling out soon, but I always found it weird to have trains speeding at 220+km/h around tig...
- Fri Jan 12, 2018 8:35 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372099
Re: Friday Facts #225 - Bots versus belts (part 2)
The filter-splitter buff is amazing and I love it. Can't wait to see it in the next update! This opens up many new ways to use belts not just within factories, but on mixed mining fields too. Love the changes to splitters especially the priority functions. TBH I'd rather have a filter on electric m...
- Sat Jan 06, 2018 11:32 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 344984
Re: Friday Facts #224 - Bots versus belts
If you want to incentivise Belts, then reintroduce Belt Compression the way it was before, and research that makes belts transport items faster. Removal of established features in the game will not gain much support, and you may find players will stick to legacy-versions of the game, "back when...
- Sat Dec 23, 2017 2:14 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54849
Re: Friday Facts #222 - Christmas avalanche
It is worth noting that filling an entire Cargo Wagon with 40 sets of 10 barrels is balanced in the sense that you require much more steel to carry that fluid, than you do to carry it with a Fluid Wagon. That steel needs to be mined, smelted, smelted again, and then made into barrels and brought to-...
- Fri Dec 22, 2017 10:52 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54849
Re: Friday Facts #222 - Christmas avalanche
It arrived! Been refreshing the homepage every hour since 5pm ^^ The FFF at barely 20 minutes to midnight and my Tshirt today! All the work, shirt packing/posting and frantic bugfixing to not only release 0.16 but patches as well have earned you and the team a much deserved christmas break! Factorio...